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Are any plans in the making for sky sphere support for Moray? Working
with the excellent texture editor included it would be very useful.
Joe
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I have found that scaling a normal sphere uniformly by about 5000 units
works pretty well.
The Prevers wrote:
> Are any plans in the making for sky sphere support for Moray? Working
> with the excellent texture editor included it would be very useful.
>
> Joe
--
Gods don't save people. People save people.
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Hrm, that's not a bad idea. Thanks =)
Alex Magidow wrote:
> I have found that scaling a normal sphere uniformly by about 5000 units
> works pretty well.
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The Prevers wrote:
> Hrm, that's not a bad idea. Thanks =)
>
> Alex Magidow wrote:
>
> > I have found that scaling a normal sphere uniformly by about 5000 units
> > works pretty well.
Another useful trick for certain situations is to scale it non-uniformly.
A little fog with a distance of a few thousand units also adds to the
realism.
--
Ken Tyler
tyl### [at] pacbellnet
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Ken wrote:
> The Prevers wrote:
>
> > Hrm, that's not a bad idea. Thanks =)
> >
> > Alex Magidow wrote:
> >
> > > I have found that scaling a normal sphere uniformly by about 5000 units
> > > works pretty well.
>
> Another useful trick for certain situations is to scale it non-uniformly.
> A little fog with a distance of a few thousand units also adds to the
> realism.
Agreed... 90% of the time, with any cloud texture, a "sphere" that is a lot
flatter than it is wide looks much better.... scaling of 5000, 5000, 2000 or
so....
On the otherhand, a gradient sky with no clouds can have almost any scaling..
Simon
http://home.istar.ca/~sdevet
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Simon de Vet wrote in message <368E3F9A.67C66AAD@istar.ca>...
Well,
> Alex Magidow wrote:
>> >
>> > > I have found that scaling a normal sphere uniformly by about 5000
units
>> > > works pretty well.
>>
>> Another useful trick for certain situations is to scale it
non-uniformly.
>> A little fog with a distance of a few thousand units also adds to the
>> realism.
>
>Agreed... 90% of the time, with any cloud texture, a "sphere" that is a lot
>flatter than it is wide looks much better.... scaling of 5000, 5000, 2000
or
>so....
>
>On the otherhand, a gradient sky with no clouds can have almost any
scaling..
>
>Simon
>http://home.istar.ca/~sdevet
>
But the thing is,, how do you keep shadows from forming on it and also there
is some times that you really cant use a sky sphere such as with certain
starfield include files,, some stars get caught behind a sphere,, it
wouldn't be that hard to impliment,, I think it would be a goodd Idea to
have
---->BUckY
please cc to buc### [at] aolcom
JESUS SAVES
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bucky wrote:
>
> Simon de Vet wrote in message <368E3F9A.67C66AAD@istar.ca>...
>
> Well,
> > Alex Magidow wrote:
> >> >
> >> > > I have found that scaling a normal sphere uniformly by about 5000
> units
> >> > > works pretty well.
> >>
> >> Another useful trick for certain situations is to scale it
> non-uniformly.
> >> A little fog with a distance of a few thousand units also adds to the
> >> realism.
> >
> >Agreed... 90% of the time, with any cloud texture, a "sphere" that is a lot
> >flatter than it is wide looks much better.... scaling of 5000, 5000, 2000
> or
> >so....
> >
> >On the otherhand, a gradient sky with no clouds can have almost any
> scaling..
> >
> >Simon
> >http://home.istar.ca/~sdevet
> >
> But the thing is,, how do you keep shadows from forming on it and also there
> is some times that you really cant use a sky sphere such as with certain
> starfield include files,, some stars get caught behind a sphere,, it
> wouldn't be that hard to impliment,, I think it would be a goodd Idea to
> have
> ---->BUckY
> please cc to buc### [at] aolcom
>
> JESUS SAVES
As far as not having shadows on your real sphere for a sky use
ambient 1 diffuse 0. With diffuse 0 it will be shadowless.
--
Ken Tyler
mailto://tylereng@pacbell.net
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